The av accepts and the animation is initiated, but then the avs AO kicks in and overrides the permitted animation.
Can that be avoided? or.. How can an AO be overrided

BR
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allowed animation is blocked by AO |
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Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
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01-27-2009 09:32
Hi, i have a small toy that asks an av an animation request.
The av accepts and the animation is initiated, but then the avs AO kicks in and overrides the permitted animation. Can that be avoided? or.. How can an AO be overrided ![]() BR ab _____________________
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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01-27-2009 09:55
There might be a better way, but I just turn off my AO.
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Jack Abraham
Lantern By Day
Join date: 11 Apr 2008
Posts: 113
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01-27-2009 11:07
The only way I know is to make sure that the animation is uploaded with a higher priority than your AO's animations. If you aren't the animation creator, though, you're hosed on that.
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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01-27-2009 21:10
Jesse Barnett's AO overriding poseball script works for me -- maybe it could be adapted for your purposes? http://wiki.secondlife.com/wiki/AO_Overriding_Pose_Ball
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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01-28-2009 04:07
Yeah, this can get messy for arbitrary AOs. The problem is that some now have a "seamless sit" feature that cycles through a series of sit animations (as is common for stand animations). In that case, clearing the AO's animation when the script gets permission to animate doesn't prevent the AO from later pushing another animation on top, and if it's the same priority as the one the script wants to play, the new one wins.
The trick I've played in the past is to use a priority 4 animation, and an asset copy of that animation, and push and remove them alternately on a timer. This approach is not exactly low lag, but it works regardless of what the AO is doing or what animations are in it. If all AOs and animation-overriding toys obeyed a protocol to stop when asked by another script (as some do), this would be much more elegant. But file that in the Porcine Flight Insurance category. ![]() |
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Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
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01-28-2009 04:30
@Rolig- yes, but some users may not like to do that, and it is also a litle lame to have to ask a user to do that before a gadget eill work
@Jack- yes, i was on to that later yesterday, here an somewhat interesting question apears: What will 'win' an animation in an AO or an animation pr request if BOTH has the same (or even highest 4 ) priority -gues i have to make some eksperiment @Innula, thank you for that link! That looks very interesting in general and perhaps also posible to shape into something for my current problem @Qie -ahh- yes, but then i face a new problem. the animation is a oneshot ie it is stoped in a fixed posistion. It would not work kicking it in from the start.. one idea you give me would be to make 2 seperate animations one with the initial motion and one with the fixed posistion (fp) and have the fp kicked in over and over.. hmm Botton line is that the (some) AOs apearently has a faulty way to cope with permitted animations.. too bad Thank you All for all your inputs! BR ab _____________________
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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01-28-2009 04:37
Jesse Barnett's AO overriding poseball script works for me -- maybe it could be adapted for your purposes? http://wiki.secondlife.com/wiki/AO_Overriding_Pose_Ball The script is pretty small and you will be able to see how to get the av's animation list and stop all of them before applying your animation. It is actually pretty easy to do and I never understood why it isn't the defacto way for all Pose Balls or even Sex Beds etc. It will work in all cases except for what Qie described. In a case where the AO does uses "seamless sit" the user is just gonna have to learn to turn it off. No use in having two scripts fight constantly every 0.1 seconds to control the av. _____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum |
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Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
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01-28-2009 06:26
the other solution is get a better AO
. i have a modified version of the zhao2 called zhao seamless sit. it checks if what you sit on is playing an anim, if not it plays it's own sitof course with that, you can't play your own sit if you don't like the one in what you're sitting on. i keep a copy of the ao in the regular zhao |
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-28-2009 06:38
@Rolig- yes, but some users may not like to do that, and it is also a litle lame to have to ask a user to do that before a gadget eill work @Jack- yes, i was on to that later yesterday, here an somewhat interesting question apears: What will 'win' an animation in an AO or an animation pr request if BOTH has the same (or even highest 4 ) priority -gues i have to make some eksperiment Botton line is that the (some) AOs apearently has a faulty way to cope with permitted animations.. too bad However, Jesse's right that it's a good idea to stop all animations when starting your own. My poseballs do that, though I don't believe I ever added that to MLPV2; perhaps I should. Just keep in mind that it doesn't work in all situations. It's the best compromise between simplicity and effectiveness. |
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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01-28-2009 06:41
the other solution is get a better AO . i have a modified version of the zhao2 called zhao seamless sit. it checks if what you sit on is playing an anim, if not it plays it's own sitof course with that, you can't play your own sit if you don't like the one in what you're sitting on. i keep a copy of the ao in the regular zhao When does it check? Does it re-check later, in case the sitter didn't accept permissions right away? |
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Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
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01-28-2009 07:53
i think it just checks if you're playing an animation other than the default sl sit, which of course you know most/all pose scripts turn that anim off before starting an anim
it's still open source and free if you want to get one and look at it. http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=593983 and then a girl's preloaded one with hug,kiss, and tp/lm functions http://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=911467 |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-28-2009 08:02
Yeah, this can get messy for arbitrary AOs. The problem is that some now have a "seamless sit" feature that cycles through a series of sit animations (as is common for stand animations). In that case, clearing the AO's animation when the script gets permission to animate doesn't prevent the AO from later pushing another animation on top, and if it's the same priority as the one the script wants to play, the new one wins. _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-28-2009 08:05
Yeah, this can get messy for arbitrary AOs. The problem is that some now have a "seamless sit" feature that cycles through a series of sit animations (as is common for stand animations). In that case, clearing the AO's animation when the script gets permission to animate doesn't prevent the AO from later pushing another animation on top, and if it's the same priority as the one the script wants to play, the new one wins. When does it check? Does it re-check later, in case the sitter didn't accept permissions right away? _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-28-2009 11:26
The script is pretty small and you will be able to see how to get the av's animation list and stop all of them before applying your animation. It is actually pretty easy to do and I never understood why it isn't the defacto way for all Pose Balls or even Sex Beds etc. Ah, priority escalation. I simply LOVE it. LOL. Unfortunately some AOs take the same approach of stopping all other animations. It's a tight juggling act between "overriding" and being stubborn. Heh. Make YOUR timer faster? May not work for dynamic animations (which you'll see start and stop and start and stop but never play for very long). This is one of the reasons I've always hated that common statement that "there are a lot of good AOs out there." Bah! There is a lot of CRAP out there, and maybe a COUPLE of people thinking about polite script interaction. Paranoia usually encourages me to, "roll my own." |
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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01-28-2009 11:48
i think it just checks if you're playing an animation other than the default sl sit, which of course you know most/all pose scripts turn that anim off before starting an anim Yep, that's exactly what the seamless sit patch tries to do, one of those wonderful ideas that seem so obvious after the fact, yet no one thought to do it before. The patch has a couple of minor bugs but the idea works really well in practice. |
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Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
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01-28-2009 12:35
Yep, that's exactly what the seamless sit patch tries to do, one of those wonderful ideas that seem so obvious after the fact, yet no one thought to do it before. The patch has a couple of minor bugs but the idea works really well in practice. what are the bugs? i just noticed something odd, i was standing on a pose stand for a long period of time and it switched the lower body to the ao sit, but the upper body was still in the turn_180 pose |
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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01-28-2009 20:27
what are the bugs? i just noticed something odd, i was standing on a pose stand for a long period of time and it switched the lower body to the ao sit, but the upper body was still in the turn_180 pose Three I found in the copy I've been playing with: it doesn't really re-check once you've sit down on something, so sit-target hopping, a slow pose script, or a script that includes the default sit as an option can fool it; it ignores when you explicitly use Sit Off (it looks like that may be intentional); and it doesn't check if the avatar is sitting before the CheckSit function is called (doubt that this would actually give unwanted behavior, but it's doing work when it doesn't have to). But whatever, everything has bugs on the first cut. The idea is still great. (edit to add: turn_180 is an odd animation, the overall priority is 5 and should override everything, but the lower joints were given a lower priority so other sits can peek through like that.) |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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01-28-2009 20:56
Note also that a lot of animations used for sitting (and "sitting" for other poseballs and furniture) aren't looped. So anything that tries to play nice with furniture is probably going to have to check for other played animations quickly for a brief period just after sitting, and if any interesting animations are found, will have to give up animating until the avatar stands up again. I haven't looked at the actual implementation being discussed, but it might make the erroneous assumption that if an animation hasn't played for a certain period while sitting, overriding is fair game.
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